Shorskal
The Shorskal are small, lithe humanoids, the predesessors of Men. While they look like shorter, smaller versions of most Men found in Astorias, they are in fact a different breed all together, an older kin from the past.
Additional Information
Perception and Sensory Capabilities
Shorskal possess a unique trait compared to their kin in Men, being as they are almost completely immune to the effects of cold weather, and are able to withstand temperatures that would kill even the most well prepared adventurer with little more than their own pale skin.
Civilization and Culture
History
According to the oral legends and tales of the Shorskal, they originated in the great ice sheets of the The High Tundra, where they lived along side 'Giants of stone and snow, and great beings that drove out the darkness of night with their presence.' At some point, they followed the migration of the caribou herds west, crossing the frozen straight into 'a land of rolling hills and tall mountains, to tired to walk. With forests so tall they blocked out the light of the stars at night.' They eventually settled in this region, building the beginnings of a settlement and even a true city at the feet of the massive glacier in the north.
Northfather and the Decree
We had never been so many together in one place. Our legs grew restless for the lack of travel, our arms grew tense with the need for the hunt, and even as we had all that we could wish, our souls grew dark with resentment, that we turn on ourselves. In our ignorance, we turned spear and arrow upon friend and kin. It was then, that Northfather spoke to the first of our Stormspeakers, and saved us from ourselves.
Shorskal
ability score increase:
Your Dexterity score increases by +1, and your Wisdom increases by +2
age:
Shorskal live to around 40 years old.
Size:
Medium
speed:
30 ft.
Languages:
Common, plus 1 more of your choice.
race features:
Born of the Cold: You are immune to the effects of extreme cold. You are also resistant to Cold damage.
Artisans of the Old Ways: As part of a short rest, you can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant creature of size Small or larger to create one of the following items: a shield, a club, a javelin, or 1d4 darts or blowgun needles. You can also make a crude set of Hide armor which is effective, but not valuable. To use this trait, you need a blade, such as a dagger, or appropriate artisan’s tools, such as leatherworker’s tools.
Caveman Warriors: You have a deeper connection with armors made of natural materials. Hide and Leather armor will grant you 1 extra AC when worn.
Primal Knowledge: You gain proficiency with two of the following skills of your choice: Animal Handling, Nature, Perception, Stealth, and Survival.
Wildman Cunning: You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
Born of the Cold: You are immune to the effects of extreme cold. You are also resistant to Cold damage.
Artisans of the Old Ways: As part of a short rest, you can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant creature of size Small or larger to create one of the following items: a shield, a club, a javelin, or 1d4 darts or blowgun needles. You can also make a crude set of Hide armor which is effective, but not valuable. To use this trait, you need a blade, such as a dagger, or appropriate artisan’s tools, such as leatherworker’s tools.
Caveman Warriors: You have a deeper connection with armors made of natural materials. Hide and Leather armor will grant you 1 extra AC when worn.
Primal Knowledge: You gain proficiency with two of the following skills of your choice: Animal Handling, Nature, Perception, Stealth, and Survival.
Wildman Cunning: You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
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